Garrett was bornin Restwell Keep 20 years ago, and was but a small child when a Tiamat-based cult assaulted the Keep. While fleeing from the lizardmen besieging the keep, a young Garrett was saved from death by Merrick, another halfling who had been part of a group investigating the recent surge in cult activity.

Inspired by the fellow thief, Garrett began to train for the life of a rogue; learning how to be sneak around without being caught and where to really hit someone and make it hurt. Now grown, he has left the keep on the borderlands to seek his own path, and has met up with a small group of compatriots.

Tanglebeard is a crazy dwarven hermit who has lived in the wilds for a bit too long. His only companion during that time; a Kodiak he simply calls "Bear".
Tanglebeard was drawn into "adventuring" when an army of humanoids destroyed his mountain home.

A stout and short man, he resembles much the dwarfs which with he grew up and was raised by. As a baby, Grumi was abandoned, or his mother was killed and the baby was left to his fate. Luckily, a dwarf found him in his cradle; the baby was in bad shape, and lucky, as no wild animals had spotted or smelled him.
Miltak, so was named the dwarf wizard, took the baby with him, and raised him like his own son. Grumi learned from his adopted father the arts of the arcane, and decided to leave the remote place where his father lives, to see the world, since he only knew the caves where Miltak dwelt. Miltak tried to warn him of the the perils that were waiting in every corner of this corrupted world. But the human wonderlust was incompatible with the dwarven patience and precaution. Both father and son had their goodbye, and parted ways, with the promise that one day, they'll reunite.

Daily:
Fountain of Flame
Arcane Whirlwind: Burst 2 at 10, Int vs Ref, 2d6 + Int dmg, slide target 1, the area of effect can be used to slide creatures 2 as a minor action, the area can be moved as a move action.

Garrett was bornin Restwell Keep 20 years ago, and was but a small child when a Tiamat-based cult assaulted the Keep. While fleeing from the lizardmen besieging the keep, a young Garrett was saved from death by Merrick, another halfling who had been part of a group investigating the recent surge in cult activity.

Inspired by the fellow thief, Garrett began to train for the life of a rogue; learning how to be sneak around without being caught and where to really hit someone and make it hurt. Now grown, he has left the keep on the borderlands to seek his own path, and has met up with a small group of compatriots.

Ambush Expertise
Whenever you make a Stealth check, each ally within 10 squares of you gains a +2 bonus to his or her next Stealth check before the end of your next turn.

Wilderness Tracker
During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.

Aimed Shot
At-Will • Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.

Clever Shot
At-Will • Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
• You slide the target up to 2 squares.
• The target falls prone.
• The target is slowed (save ends).

Rapid Shot
At-Will • Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack's range. You take a -2 penalty to the attack rolls.

Disruptive Shot
Encounter • Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: 1d20+10 vs AC
Hit: 1d10+4 damage and the target is either immobilized (save ends) or dazed (save ends).
Miss: Half-damage, and the target is slowed until the end of your next turn.

Elven Accuracy
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Aspect of the Dancing Serpent
At-Will • Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
• You can take a free action at the end of each of your turns to shift 1 square.
• When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
Aspect of the Pouncing Lynx
At-Will • Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the pouncing lynx. Until the stance ends, you gain the following benefits.
• You gain a +4 power bonus to initiative checks.
• During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
• You gain a +2 power bonus to all defenses against opportunity attacks that you provoke by moving.